DaWay's Ruby Phoenix Tournament (Inactive)

Game Master DaWay


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Lantern Lodge

Looking for 4 players to play in the module Ruby Phoenix Tournament. There is one person who will be joining in to bring the total to five.

Characters should be 11th level
20 pt buy
2 traits
alignments that are restricted are CE and NE
all classes are allowed
I am open as far as race goes as long as it is a "0" level race. by that I mean humans, kitsune, aasimar, fletchlings, whatever. If it has a stat block in the bestiary's for characters it is okay with me
The only 3rd party material i am allowing is the Psionics Unleashed by Dreamscarred press.

Houserule: Paladins are the alignment of their Deity.

As a DM I am more about the development and the characters than kewl powers. That being said I am not a fan of power gamers and optimizers. I just want to be a part of a good story.

That being said I look forward to seeing the applications.
I'll leave the recruitment open until Friday, January 27th.

Sovereign Court

Question: Abaddarian paladins "detect/smite" chaos, as they are g/e neutral?

Lantern Lodge

ultimately I am leaning towards chaos, however I could just let you pick kind of like a cleric and his positive/negative energy.

Silver Crusade

I'd like to give it a shot, using a magus I think, will see if I can build something tonight.


Interested as well, thinking Fetchling Ninja.

Silver Crusade

Few more questions...

1) How do you want HP determined?

2) Starting gold?

3) If two trains are traveling towards each other, 1 going eastward at 65mph, the other going westward at 45kph, with wind coming in from the southwest at 32 knots, does this question really matter?

Thanks.

Lantern Lodge

1) Max first level, roll for rest if not above half HD take half+1
2) Roll for starting gold
3) No, but countered with if the are twelve clowns in a bar, half leave, a quarter enter, and 3/8 leave, how many girls are there in the bar?

Silver Crusade

1)

Spoiler:

1d8 ⇒ 1 5
1d8 ⇒ 4 5
1d8 ⇒ 4 5
1d8 ⇒ 1 5
1d8 ⇒ 7 7
1d8 ⇒ 6 6
1d8 ⇒ 5 5
1d8 ⇒ 5 5
1d8 ⇒ 6 6
1d8 ⇒ 2 5

Plus 8 at first, so 62 base.

2) Not sure how to determine this still, since starting at 11th level, or just roll based on 1st level wealth?

3)

Quote:
If there are any girls there, I wanna DO them!

Lantern Lodge

just take your wealth by level and add your beginning

Silver Crusade

Much appreciated good sir.


Looking to build a vivisectionist alchemist.

dice:
Starting wealth: 3d6 ⇒ (1, 2, 2) = 5 x10 + 82,000
Level HP's for 2-11: 10d8 ⇒ (2, 1, 3, 1, 8, 3, 4, 2, 8, 6) = 38

Lantern Lodge

Aoth:
your HP's for level 2-11 are adjusted to 5,5,5,5,8,5,5,5,8,6=57


Re: HP's: that's a cool house rule...

If I'm building a tiefling can I roll here for a random variant ability?


Here's the crunch for my level 11 Tiefling Alchemist (Vivisectionist)

Haven't come up with a back story yet because I don't know anything about the module yet :) Also haven't spent ~15k gold yet.

Spoiler:
Tiefling Alchemist (Vivisectionist) 11
LN Medium Outsider (Native)
Init +6; Senses Darkvision (60 feet); Perception +14
--------------------
DEFENSE
--------------------
AC 17, touch 17, flat-footed 10. . (+6 Dex, +1 dodge)
hp 105 (11d8+33)
Fort +10, Ref +13, Will +3
Immune poison; Resist cold 5, electricity 5, fire 5
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee +2 Agile Silversheen Sickle +16/+11 (1d6+8/20/x2) and
. . Gauntlet (from Armor) +14/+9 (1d3-1/20/x2) and
. . Unarmed Strike +14/+9 (1d3-1/20/x2)
Special Attacks Bleeding Attack +6, Sneak Attack +6d6
Spell-Like Abilities Darkness (1/day)
Alchemist (Vivisectionist) Spells Known (CL 11, 7 melee touch, 14 ranged touch):
--------------------
STATISTICS
--------------------
Str 8, Dex 20/22, Con 14/16, Int 16/20, Wis 10, Cha 8
Base Atk +8; CMB +7; CMD 24
Feats Brew Potion, Dodge, Mobility, Piranha Strike -3/+6, Sidestep, Spring Attack, Throw Anything, Weapon Finesse
Traits Bandit (River Kingdoms): Stealth, Extremely Fashionable: Bluff
Skills Acrobatics +17, Bluff +15, Diplomacy +10, Disable Device +20, Fly +10, Heal +18, Knowledge (Arcana) +9, Knowledge (Nature) +18, Perception +14, Sense Motive +11, Sleight of Hand +10, Spellcraft +10, Stealth +23, Use Magic Device +13 Modifiers Alchemy +11
Languages Abyssal, Common, Draconic, Elven, Gnome, Infernal, Orc
SQ Fast Poisoning (Swift Action) (Ex), Healing Touch, Infusion, Mutagen (DC 20) (Su), Poison Use, Spontaneous Healing (55/day), Swift Alchemy (Ex), Torturous Transformation, Wings (11 minutes/day)
Combat Gear +2 Agile Silversheen Sickle, Celestial Armor; Other Gear Belt of Physical Might, DEX & CON +2, Headband of Vast Intelligence, +4: Diplomacy, Sense Motive
--------------------
SPECIAL ABILITIES
--------------------
Alchemy +11 (Su) +11 to Craft (Alchemy) to create alchemical items, can Id potions by touch.
Bandit (River Kingdoms): Stealth +1 to Stealth checks, Stealth is always a class skill for you.
Bleeding Attack +6 (Ex) Sneak attacks also deal 6 bleed damage per round.
Damage Resistance, Cold (5) You have the specified Damage Resistance against Cold attacks.
Damage Resistance, Electricity (5) You have the specified Damage Resistance against Electricity attacks.
Damage Resistance, Fire (5) You have the specified Damage Resistance against Fire attacks.
Darkness (1/day) (Sp) Darkness once per day.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Poisoning (Swift Action) (Ex) Apply poison to a weapon as a swift action.
Healing Touch The alchemist gains the ability to heal other creatures. As a standard action, he may touch a creature and apply 1 round's effect of his spontaneous healing discovery to that creature; this counts toward his spontaneous healing limit for the day.
Immunity to Poison You are immune to poison.
Infusion When the alchemist creates an extract, he can infuse it with an extra bit of his own magical power. The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist’s daily extract slots.
Mobility +4 to AC against some attacks of opportunity.
Mutagen (DC 20) (Su) Mutagen adds +4 to a Physical attribute, -2 to a mental attribute, and +2 natural armor for 10 minutes/level.
Piranha Strike -3/+6 You can subtract from your attack roll to add to your damage with light weapons.
Poison Use You don't accidentally poison yourself with blades.
Sidestep When an opponent misses you in melee, you can immediately take your next 5' step, as long as you remain within their threatened area.
Sneak Attack +6d6 +6d6 damage if you flank your target or your target is flat-footed.
Spontaneous Healing (55/day) The alchemist gains the ability to heal from wounds rapidly. As a free action once per round, he can heal 5 hit points as if he had the fast healing ability. He can heal 5 hit points per day in this manner for every 2 alchemist levels he possesses. I
Spring Attack You can move - attack - move when attacking with a melee weapon.
Swift Alchemy (Ex) You can construct alchemical items in half the normal time.
Throw Anything Proficient with improvised ranged weapons. +1 to hit with thrown splash weapons.
Torturous Transformation At 7th level, a vivisectionist adds anthropomorphic animal to his formula book as a 2nd-level extract.
Wings (11 minutes/day) The alchemist gains batlike, birdlike, or insectlike functional wings, allowing him to fly as the fly spell for a number of minutes per day equal to his caster level.

Lantern Lodge

Yes you can and you can roll here and you can also choose the teifling bloodline here. Also Aoth, are you planning to go master chymist or straight alchy?


Was doing the standard tiefling so +dex/int -cha, no non-standard heritage. If you want a non-standard heritage I could easily switch to Daemon spawn and end up with the same exact buy.

I'm planning on straight alchemist, basically going for a magical rogue with tons of skills. Mostly dex mutagen.

variant ability:
To replace darkness:
1d100 ⇒ 7 from the table: You can eat and gain nourishment from ash, cinders, dust, and sand.

Lantern Lodge

Sounds good


Here's a rough of where I'm going with the character, still needs quite abit of work. Crunch is in the profile. I did scimitar mostly because of the mechanics. I may end up changing it out for a strength build with a katana for more flavor (don't think it's as good personally mechanics wise, but I like it flavor wise).

basic background:
I read the description in the Paizo store, based on that. I figure a Samsaran who has learned that one of the treasures to be offered was hers from a previous incarnation, and she wants to participate for the sentimental value it holds. Basic and easy.

Scarab Sages

Ooooo! I wanna try something, this sounds like fun!

I've got a couple of ideas ... a totem barbarian, rogue/sorc(storm), fighter/rogue, or just fighter or rogue.

Mmmm... barbarian, though...

Let me figure this out!

Grand Lodge

I would love to play a matter of many styles monk if there is a spot left

Grand Lodge

Disclaimer: I've never done a play by post before, wanting to try it out for the first time

Lantern Lodge

Shouldn't be too much of a problem. Plus monks are my favorite.

Grand Lodge

Woot! I'll start on a character background/build now and I should have it by the late afternoon. Slow day at work!


Toying with a Tiefling wizard or sorcerer. Will have a concept up later.

Lantern Lodge

Imimrtl is the person who had the spot reserved.


Are we allowed custom items, provided we follow the rules towards the end of the magic item section?

Lantern Lodge

yes but they are subject to my approval.

Lantern Lodge

ok so the character list so far is:

possible Fletchling Ninja by Monkeygod
unnamed Tiefling Vivisectionist Alchemist by Aoth Anskuld
Nalita, Samsaran Bladebound Magus by Xzaral
unknown character by chibiamy
possible Monk Master of many styles by Jt Squish
possible Tiefling Sorcerer or Wizard by imimrtl

If these are all the characters by this time Friday, I will run this with all of you. I am fairly easy going about stuff I would just like a post everyday Monday thru Thursday. And at least one sometime on the weekend (Friday, Saturday, or Sunday).

Also, as I stated before I just want a good story with everyone, that being said, I do not mind inter-party conflict and find that it can be amusing sometimes (glares at imimrtl over a previous werewolf game) but I do not want to see people being jerks to one another.

Scarab Sages

Barbarian it is!

Dice Rolls!:

Wealth: 3d6 ⇒ (1, 3, 1) = 5*10+82,000=82,050
HP: 10d12 + 68 ⇒ (8, 8, 10, 3, 7, 5, 1, 2, 9, 6) + 68 = 127

Edit: Stupid backspace and fat fingers! In the dice roll, there is 15 HP added for 1st level.

Lantern Lodge

chibiamy:
your hit points are 8,8,10,7,7,7,7,7,9,7=total of 137

Scarab Sages

Yay! More Hit Points!

Okay. Now, let's see ... if I can get this sheet into text format!

Scarab Sages

Big Long Text Sheet:

Name: Sidryn
Race: Human
Player: chibiamy
Classes: Barbarian 11
Hit Points: 155
Alignment: Chaotic Neutral
Speed: Walk 30 ft.
Languages: Common

-------------------------- Skills --------------------------
Acrobatics +13, 11.0
Handle Animal +15,11.0
Intimidate +16,11.0
Knowledge (Nature) +8, 5.0
Survival +14, 11.0
Swim +14, 7.0

-------------------------- Feats ---------------------------
Dazzling Display
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.

Improved Critical (Greatsword)
When using the weapon you selected, your threat range is doubled.

Power Attack
You can choose to take a -3 penalty on all melee attack rolls and combat maneuver checks to gain a +6 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

Shatter Defenses-
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.

Toughness
You gain +11 hit points.

Weapon Focus (Greatsword)
You gain a +1 bonus on all attack rolls you make using the selected weapon.

Weapon Specialization (Greatsword)

-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 20/ 16/ 19
Initiative: +3
BAB: +11/+6/+1
Melee tohit: +17/+12/+7
Ranged tohit: +12/+7/+2
Fortitude: +12
Reflex: +4
Will: +3
Greatsword +2 (Adamantine):
to hit: +20/+15/+10
damage: 2d6+15
critical: 17-20/x2
special properties: ignore hardness less than 20

------------------------- Equipment ------------------------
Name
Belt of Physical Might (STR/CON) +4
Boots of Speed
Special: As free action, Haste for up to 10 rounds each day
Giant Hide (Frost)
Greatsword +2 (Adamantine)
Special: ignore hardness less than 20
Outfit (Cold-Weather)
Special: +5 circumstance bonus on Fortitude saves vs cold weather
Ring of Protection +2

--------------------- Special Abilities --------------------

Bully You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard.

Extreme Endurance (Ex) At 3rd level, the invulnerable rager is inured to either hot or cold climate effects (choose one) as if using endure elements. In addition, the barbarian gains 1 point of fire or cold resistance for every three levels beyond 3rd. This ability replaces trap sense.

Extreme Endurance / Cold 3

Fast Movement (Ex) Your land speed is faster than the norm for your race by +10 feet. This benefit applies only when you are wearing no armor, light armor, or medium armor, and not carrying a heavy load.

Invulnerability (Ex) At 2nd level, the invulnerable rager gains DR/- equal to half her barbarian level. This damage reduction is doubled against nonlethal damage. This ability replaces uncanny dodge, improved uncanny dodge, and damage reduction.

Knockdown (Ex) Once per rage, the barbarian can make a trip attack against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is knocked prone. This does not provoke an attack of opportunity.

Rage (Ex) You can call upon inner reserves of strength and ferocity, granting you additional combat prowess. You can rage for 29 rounds per day. You can enter rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours do not need to be consecutive. While in rage, you gain a +6 morale bonus to your Strength and a +6 morale bonus to Constitution, as well as a +3 morale bonus on Will saves. In addition, you take a -2 penalty to Armor Class. The increase to Constitution grants you 33 hit points, but these disappear when the rage ends and are not lost first like temporary hit points. While in rage, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. You can end your rage as a free action and are fatigued after rage for a number of rounds equal to 2 times the number of rounds spent in the rage. You cannot enter a new rage while fatigued or exhausted but can otherwise enter rage multiple times during a single encounter or combat. If you fall unconscious, your rage immediately ends, placing you in peril of death.

Spirit Totem (Su) While raging, the spirits that surround the barbarian make it difficult for her enemies to see her. The spirits grant the barbarian a 20% miss chance against ranged attacks and melee attacks made by creatures that are not adjacent to the barbarian (typically due to reach).

Spirit Totem, Greater (Su) While raging, the spirits that surround the barbarian become dangerous to any enemy adjacent to the barbarian. Living enemies adjacent to the barbarian at the start of her turn take 1d8 points of negative energy damage. In addition, the spirit wisps can now attack foes that are up to 15 feet away from the barbarian and the slam attack deals 1d6 points of negative energy damage.

Spirit Totem, Lesser (Su) While raging, the barbarian is surrounded by spirit wisps that harass her foes. These spirits make one slam attack each round against a living foe that is adjacent to the barbarian. This slam attack is made using the barbarian's full base attack bonus, plus the barbarian's Charisma modifier. The slam deals 1d4 points of negative energy damage, plus the barbarian's Charisma modifier.

Unexpected Strike (Ex) You can make an attack of opportunity against a foe that moves into any square threatened by you, regardless of whether that movement would normally provoke an attack of opportunity. This power can only be used once per rage.

Veteran of Battle (Gorum) You have fought in several battles, and each time felt the presence of Gorum guiding your sword-arm, making you ready to act at a moment's notice. You gain a +1 trait bonus on Initiative checks, and if you are able to act during a surprise round, you may a draw a weapon (but not a potion or magic item) as a free action during that round.
------------------------ Description -----------------------
Height: 5' 8" Weight: 170 lbs. Gender: Female
Eyes: Silver-Blue Hair: Silver-Blonde , Skin: Pale(Lightly Tanned)
Full Description
Relatively tall for a human female, Sidryn is built strong and sturdy. This woman has had to fight for her life, and it shows. Her mannerisms and attire hint at somewhere in the northern climes, perhaps Irrisen.

Background
Born in Irrisen, Sidryn was not born to magic. A disappointment to her mother, who had hoped to gain status by giving her daughter to the White Witches. None the less, Sidryn found a way to carve out a place for herself. Using her larger frame and tendency towards strength and violence. This made Sidryn useful later on as an enforcer.
Sidryn was happy with this lot in life, when an emissary for the White Witches approached her with a proposal - adventure and send information back to Issiren.
To Sidryn, why not? It provides a way to get away from her rather disappointed mother.
Who wants to deal with a nagging mother, after all.

Sorry about the cop-out on the BG. Not even decent compared to my usual standards. But I typed it up while on the phone with the husband venting about his day at work. If you would like, I'll work on something better. But that is the basics.

Lantern Lodge

chibiamy,

how do you get weapon specialization with a barbarian? Isn't that is restricted to fighters and some archetypes?

Also, why is your speed 30 ft?

what are you attributes at?


Actually I think I am going to go with a Druid now seeing as we already have some arcane spellcasters


Are you ok with having two tieflings? I am toying with going Oni-spawn.

Lantern Lodge

That's fine


Ok still working on it but I should have something up soon.

Scarab Sages

DaWay wrote:

chibiamy,

how do you get weapon specialization with a barbarian? Isn't that is restricted to fighters and some archetypes?

Also, why is your speed 30 ft?

what are you attributes at?

*flail* PCGen you have failed me! I'll get that fixed tomorrow.


Ok so I am definitely going with an Oni-spawned Tiefling Druid. Should have the build up in a few minutes.


1d8 ⇒ 11d8 ⇒ 81d8 ⇒ 11d8 ⇒ 11d8 ⇒ 51d8 ⇒ 51d8 ⇒ 81d8 ⇒ 61d8 ⇒ 81d8 ⇒ 1

1d100 ⇒ 81d100 ⇒ 261d100 ⇒ 38

Rolls for companion

1d8 ⇒ 31d8 ⇒ 81d8 ⇒ 71d8 ⇒ 71d8 ⇒ 41d8 ⇒ 31d8 ⇒ 11d8 ⇒ 51d8 ⇒ 21d8 ⇒ 3

Lantern Lodge

Remember imimrtl if the rolls don't equal at least half of your hd+1 take that for the roll


Cool. Will do!

Scarab Sages

DaWay wrote:

chibiamy,

Also, why is your speed 30 ft?

what are you attributes at?

Okay, fixed that Weapon Spec. and speed. Silly PCgen!

Here are my stats:

fixes:

Name: Sidryn
Race: Human
Classes: Barbarian 11
Hit Points: 164 (it wasn't adding in my fav class HP... poked PCgen and it finally worked)
Alignment: Chaotic Neutral
Speed: Walk 40 ft.
Languages: Common

STR 22 (+6)
DEX 12 (+1)
CON 20 (+5)
INT 10 (+0)
WIS 10 (+0)
CHA 13 (+1)

Replaced Weapon Spec with Vital Strike:

Vital Strike
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.

Lantern Lodge

Looks good!


I'll toss my hat into the ring if there are slots still open for consideration. I'd love to try out a half-elf rogue/duelist but I see where it would be redundant in a party with a ninja and vivisectionist.

I don't know much about the module other than the synopsis on the story page so I have the absolute bare bones of a back story in mind.

Lantern Lodge

I hate being a bad guy...with that said I might be willing to split it up into two parties if another applicant comes on board. If not 7 is my maximum.

Scarab Sages

DaWay wrote:
I hate being a bad guy...with that said I might be willing to split it up into two parties if another applicant comes on board. If not 7 is my maximum.

Why is that being the bad guy? You can only keep track of so many people and stay sane. (Or retain what little sanity you already have!)

Limits on number of players is fine! And if I don't make the cut, it's ALL COOL with me.


Yes, I've done one session (table-top) with 10 players. A single combat took about 6 hours. We've never done that again (I do have a game currently with 7, also table top, trying out every trick I know for it to speed it up). Seems a little easier with PBP, but I could see it still being a pain, what with waiting on everyone to post and everything.

I did decide to switch Nalita to a Strength based magus. I still need to fine tune a few things (about to head to work) which I'll do tonight or tomorrow.

If you see anything you don't like or need more info on, let me know. This is actually my first Magus, so still learning a few things at present, though I should be good.

Scarab Sages

Mmmm... Magus. Tasty!

I feel your pain on that 6 person combat.

What I do is have them pre-roll 10 d20 rolls, and when things need to speed up, they pull out said paper and use those pre-rolled rolls in order.

And calling it when the tide turns is always good, too.


I came up with a quick and easy background for my application. I'll write up a sheet to join it if I'm accepted.

Background:

Most have come to know Treiden Wallace as a gatherer of things great and small. For a finder’s fee, the debonair young rogue could find or acquire for you just about anything you could possibly desire though lately his typical patrons have been at a loss. If you were to ask what has brought the charming Verisian halfway across Golarion he would simply answer ”Me? O, I’m just on holiday; soaking in new sights and pleasures.” and with a wink and a wave, send you off on your way. Of course this sounds much better than the sordid truth of him making off with his most recent employer’s quarry: a handsome gem worth more than any jewel he’d ever heard of.

Normally when Treiden arranged this sort of stunt he would simply uproot from the province and the heat would die down after a month or so but of course it wasn’t the case this time. Rather than allowing the powerful magistrate and his far reaching web of spies and brigands eventually reach him back in the inner sea, Treiden simply decided to set out where he could more easily disappear: Tain Xia.

It wasn’t long before news of the Ruby Phoenix Tournament sweetly whispered in Treiden’s ears so always with a thirst for adventure (among many others) felt compelled enough to make the trip to Goka and reserve a room at a moderately reputable tavern so that he might make a little more gold in winning the tourney.

DaWay - Only if you really want to start another game. Just as Chibiamy said, I'm okay if I don't make the cut. As far as recruitment forums go, this one has been the most well mannered and least aggressive I've been affiliated with. Fingers crossed.

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